Age | Commit message (Collapse) | Author |
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* add support for LCMS (disabled by default, set WITH_LCMS to true to enable it)
* fixed typo that prevented TIFF support to be properly enabled
* enable ray optimization by default (scons and cmake already did this)
* fixed building with libsndfile on darwin (disabled by default)
* quicktime: use audaspace headers from $(NAN_AUDASPACE)/include instead of intern
* gameengine: add -DWITH_FFMPEG to compiler flags when building with ffmpeg support
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function for ID drobdowns (currently unused)
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tile cache code in imbuf, but it is not hooked up to the render engine.
Imbuf module: some small refactoring and removing a lot of unused or old code
(about 6.5k lines).
* Added a ImFileType struct with callbacks to make adding an file format type,
or making changes to the API easier.
* Move imbuf init/exit code into IMB_init()/IMB_exit() functions.
* Increased mipmap levels from 10 to 20, you run into this limit already with
a 2k image.
* Removed hamx, amiga, anim5 format support.
* Removed colormap saving, only simple colormap code now for reading tga.
* Removed gen_dynlibtiff.py, editing this is almost as much work as just
editing the code directly.
* Functions removed that were only used for sequencer plugin API:
IMB_anim_nextpic, IMB_clever_double, IMB_antialias, IMB_gamwarp,
IMB_scalefieldImBuf, IMB_scalefastfieldImBuf, IMB_onethird, IMB_halflace,
IMB_dit0, IMB_dit2, IMB_cspace
* Write metadata info into OpenEXR images. Can be viewed with the command
line utility 'exrheader'
For the image tile cache code, see this page:
http://wiki.blender.org/index.php/Dev:2.5/Source/Imaging/ImageTileCache
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124-126 but isnt used by any build systems now.
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codec error + potential quicktime mem leaks fixes
AAC Codec does not handle sample rates above 48kHz.
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Supports default OSX codecs : Linear PCM, Apple Lossless and AAC
Note that AAC codec doesn't support sample rates above 48kHz. If a python/rna guru knows how to easily enforce this limit, he is welcome!
Enjoy making Quicktime movies now with audio!
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'BLI_makestringcode' --> 'BLI_path_rel'
'BLI_convertstringcwd' --> 'BLI_path_cwd'
'BLI_convertstringframe' --> 'BLI_path_frame'
'BLI_convertstringframe_range' --> 'BLI_path_frame_range'
'BLI_make_cwdpath' --> 'BLI_path_cwd'
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This was supported...
image: /tmp/foo_###_bar --> /tmp/foo_001_bar.png
But not this...
anim: /tmp/foo_###_bar --> /tmp/foo_001_250_bar.avi
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Wasn't tagging movie formats with profiles properly.
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as PROP_THICK_WRAP does this.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
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* added some new variables (mostly the same as with scons):
- USE_COCOA: use Cocoa for ghost (defaults to true)
- MACOSX_ARCHITECTURE: can be ppc, ppc64, i386, x86_64. By default this is the host architecture
(ppc for PowerPC Macs, i386 for Intel Macs). In theory this allows to cross compile blender for
a different architecture, though cross compilation only works on Intel Macs, because makesdna
and makesrna are built for the target architecture.
For a 64 bit build, set MACOSX_ARCHITECTURE to x86_64 (Intel) or ppc64 (PowerPC).
- MACOSX_MIN_VERS: minimum OS X version to run blender on (10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_DEPLOYMENT_TARGET: needed by the linker to create an Application targeted for a specific
OS version (defaults to 10.4 for 32 bit builds, 10.5 for 64 bit builds)
- MACOSX_SDK: path to a specific SDK. currently not used
- USE_QTKIT: use QTKit instead of QuickTime (defaults to true for 64 bit builds, as using QTKit
is mandatory in that case))
* use the same compiler flags as scons
* default compiler now is gcc-4.0 when building for 10.4 and gcc-4.2 when building for 10.5
* extract $(LCGDIR)/release/python_$(MACOSX_ARCHITECTURE).zip to Application bundle. This might
break building on 10.4, to fix that, rename $(LCGDIR)/release/python.zip
When compiling blender, only MACOSX_ARCHITECTURE might be of interest, as it allows doing 64 bit
builds (or 32 bit PowerPC builds on Intel). All other variables are then set to reasonable defaults.
For current users of the Makefile system, this commit shouldn't change much.
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instead of standard printf
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(can't build this file myself, only qtkit seems to work here).
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Also fixes bug #19463: screencast to xvid ffmpeg crash.
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to build with Cocoa support, set WITH_COCOA to true in user-def.mk
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Other SDK versions do not handle correctly QTKit movie creation in a background thread.
Carbon quicktime should be used for the 32bit builds (USE_QTKIT = 0)
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quicktime standard dialog
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instead of a proxy value
Quicktime codecType data is a 32 bit value (4 chars coded).
Implemented RNA set/get functions for codecType enum to cope with RNA enum values 24bit precision limitation
Implemented dynamic codecType enum list creation
Carbon quicktime now stores codec settings in "clear" in the QuicktimeCodecSettings dna struct (in addition to the closed atom container in QuicktimeCodecData) to be compatible with the QTKit version
+fixed some warnings
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qtkit movie creation functions can be started in a worker thread only from OSX 10.5
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- added "QuicktimeCodecSettings" struct in DNA
- old "QuicktimeCodecData" opaque struct is nowdeprecated (read only use when QuicktimeCodecSettings is not set)
- fixed small bug when importing deep color movies
Note that you may need Final Cut Pro installed to be able to use the DVCPRO HD codecs
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quicktime export
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Removed the pop up of the codec settings dialog box that was causing the crash, as it was called from the render thread (and not the main one).
So qt export settings are now blocked on default settings:
codec=jpeg, quality=max, bitrate=5MBps
Complete fix will be done by replacing this dialog box by "encoding" settings in the render panel.
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Thx Jens Verwiebe for the patch
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Following the quicktime import port, here is the movie export feature.
The codec selection remains to be implemented in the ui (render panel).
So the settings are now blocked on codec=jpeg, quality=max.
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This makes quicktime import (.mov & quicktime handled image files such as .gif) available also for 64bit OSX
Unfortunately, Apple currently incomplete implementation of QTKit has much lower performance than old Carbon Quicktime.
FYI, it spawns a 32bit process "QTKitserver" to place calls to Quicktime 7.
So this is mostly meant as a "backup" for 64bit OSX builds, until Apple releases full Quicktime X.
Export part will come just after.
CMake scripts updated: set WITH_QUICKTIME and USE_QTKIT to ON
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(e.g. ensure the blender window gets the focus when the user presses ESC to move back the render window)
- QuickTime export fixes.
Note that QuickTime export still crashes because it tries to open a "codec settings" dialog from the rendering background thread (and not the main/UI thread).
One quick fix may be to move the movie export initialization out of the render thread back into the operator function.
But a cleaner way would be to get rid of such a carbon/win32 dialog and place the codec settings inside blender interface
(additional fields in the output panel as it is currently the case for other file formats ?).
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Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
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* bring back 'player' libtype, after investigation with ideasman.
scons/mingw works nicely, for some reason msvc fails to link still, will look further into it.
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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fix from Sebastian Kochman (raiq) - [#18022]
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- fix warnings for append_qt (missing param)
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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New priorities for most libs, at least core. This is still for Blender proper, BGE and such still to come.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
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quicktime paths from the python api never worked, was using the 'Scene' type cast to a char.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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an upgrade to the new quicktime api to work, but that's not really
compatible with rendering out frames sequentially. For now it sets the
compression to minimum quality, which doesn't need seeking forward and
backwards.
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Hopefully fixes:
[#8518] 2.46RC1: Blender doesn't render animation correctly with Quicktime and 30/1.001
FPS was off by a factor of 10 in export...
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* some lib renaming
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